[RELz] Darknut's Greater Dwemer Ruins

Post » Sat May 28, 2011 2:07 am

When we merge objects we shouldn't include this mod, is this right?
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Laura Shipley
 
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Post » Fri May 27, 2011 9:01 pm

Its best not to merge objects with DNGDR it could break the new end sequence in Dagoth Ur.
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Zach Hunter
 
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Post » Fri May 27, 2011 12:50 pm

Some suggestions / complaints / bugs,

- Some traps are not expected / well placed
- Some traps kill but really shouldn't kill you instantly
- the ruins where the keening is found - the first lava trap - if you look up then you see an unfinished part.
- Fake keening does NOT kill NPCs when they equip it
- Oil does not stand out as oil (visited that place a few times till accidentally swooping over it)
- No player direction (Lots of Times Stuck With No-idea to go)
- I fell through the lift a few times and well... either died, or could not get out. (Sometimes Done By Saving On a Lift)
- Plays like Myst (Solving Puzzles and Moving In Between Rooms to get somewhere is not in my tastes personally)
- Keening room - Go to the bottom - Then You can't get up
- Map-view is messed up
- How you beat Dagoth now? (I also did not figure out how to get in Dagoths Dwemer Ruins, and where to go after travalling on the lifts too much)
- The wood things kind-a don't fit in
- buttons don't really fit in
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Nicole Coucopoulos
 
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Post » Fri May 27, 2011 4:15 pm

if this is volume I, then what can we expect for volumes II, etc.? Are the being worked on? Are they simalar?
great, great, great work by the way!!! I use this and all ur replacers (combined w/ Connary's) :)
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Chelsea Head
 
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Post » Fri May 27, 2011 12:03 pm

Some suggestions / complaints / bugs,

- Some traps are not expected / well placed
- Some traps kill but really shouldn't kill you instantly
- the ruins where the keening is found - the first lava trap - if you look up then you see an unfinished part.
- Fake keening does NOT kill NPCs when they equip it
- Oil does not stand out as oil (visited that place a few times till accidentally swooping over it)
- No player direction (Lots of Times Stuck With No-idea to go)
- I fell through the lift a few times and well... either died, or could not get out. (Sometimes Done By Saving On a Lift)
- Plays like Myst (Solving Puzzles and Moving In Between Rooms to get somewhere is not in my tastes personally)
- Keening room - Go to the bottom - Then You can't get up
- Map-view is messed up
- How you beat Dagoth now? (I also did not figure out how to get in Dagoths Dwemer Ruins, and where to go after travalling on the lifts too much)
- The wood things kind-a don't fit in
- buttons don't really fit in



- Some traps are not expected / well placed If you expected it, it wouldn't be a trap now would it.

- Some traps kill but really shouldn't kill you instantly you base this on what?

- the ruins where the keening is found - the first lava trap - if you look up then you see an unfinished part. As big as this is there were bound to be a few boo boo's besides I expected you to be too dead to look up in that spot :D

- Fake keening does NOT kill NPCs when they equip it That would be a lot of scripting for 0 payback .... When would a NPC have it anyway?

- Oil does not stand out as oil (visited that place a few times till accidentally swooping over it) Then I did my job ... Did you want it to have a flashing light on it?

- No player direction (Lots of Times Stuck With No-idea to go) This is not a Oblivion Mod ...

- I fell through the lift a few times and well... either died, or could not get out. (Sometimes Done By Saving On a Lift) MW's collision detection leaves a lot to be desired but I really wanted the lifts & in all the beta testing they only rarely messed up so I kept them in the mod. I guess I should add a warning in the readme not to save on the lifts.

- Plays like Myst (Solving Puzzles and Moving In Between Rooms to get somewhere is not in my tastes personally) I never expected everyone to like it

- Keening room - Go to the bottom - Then You can't get up This is not an error ... its a ruin there is bound to be places you might not be able to get out of if you fell in.

- Map-view is messed up Only in Ak Chamber .... never could figure out why? I originally planned on disabling the map view for the whole mod but decided that might be pushing it

- How you beat Dagoth now? (I also did not figure out how to get in Dagoths Dwemer Ruins, and where to go after travalling on the lifts too much) You kill DU the same as you did in Vanilla MW ... its before & after that happens that is different in this mod.

- The wood things kind-a don't fit in I have to disagree with you there
- buttons don't really fit in I have to disagree with you there as well

Lord U I'm sorry you had trouble finding your way around ... sounds to me like you missed most of the cool stuff.

Listen Everyone ..... I intended this mod to be challenging so if you want to be lead around Like vanilla Oblivion then this mod is not for you.

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Bee Baby
 
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Post » Fri May 27, 2011 2:11 pm

Laying the Smackdown!!....
Just showed the movie to my girl and she thinks that it looks like a Hellraiser movie preview, best comment Ive heard about it :)
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Curveballs On Phoenix
 
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Post » Fri May 27, 2011 11:49 pm

- No player direction (Lots of Times Stuck With No-idea to go) This is not a Oblivion Mod ...

Well said!
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Vera Maslar
 
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Post » Sat May 28, 2011 2:36 am

*snip*

- Some traps kill but really shouldn't kill you instantly you base this on what?
Steam trap, for example - ok steam is hot - but not hot enough to kill someone .

- Fake keening does NOT kill NPCs when they equip it That would be a lot of scripting for 0 payback .... When would a NPC have it anyway?

When you sell it to them. I was like: I am gonna sell it to them and then taunt and then they will die when using keening and I will be happy...

- Oil does not stand out as oil (visited that place a few times till accidentally swooping over it) Then I did my job ... Did you want it to have a flashing light on it?

No, but making it a bit more different shade or something for it is just a bottle now (ignored useless object of 0 value).

- I fell through the lift a few times and well... either died, or could not get out. (Sometimes Done By Saving On a Lift) MW's collision detection leaves a lot to be desired but I really wanted the lifts & in all the beta testing they only rarely messed up so I kept them in the mod. I guess I should add a warning in the readme not to save on the lifts.

Oh.

- Keening room - Go to the bottom - Then You can't get up This is not an error ... its a ruin there is bound to be places you might not be able to get out of if you fell in.

ok, so you can only get out by using jump or recall?


- Map-view is messed up Only in Ak Chamber .... never could figure out why? I originally planned on disabling the map view for the whole mod but decided that might be pushing it

The map is messed in a few other places as well. I use MorrowindFPSOPT and MGE/

- How you beat Dagoth now? (I also did not figure out how to get in Dagoths Dwemer Ruins, and where to go after travalling on the lifts too much) You kill DU the same as you did in Vanilla MW ... its before & after that happens that is different in this mod.

Wait, kill im when he is immortal like? what?

So like, if I remove it, will the ruins return to normal then? Gotta admit, the original were less confuzzing... >.>

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Gavin boyce
 
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Post » Fri May 27, 2011 2:21 pm

Steam trap, for example - ok steam is hot - but not hot enough to kill someone .

You can kill people with steam. It just depends on the steam's heat and, especially, quantity. You're not going to be killed by looking at a boiling pot, true, but superheated steam jets are another thing.

When you sell it to them. I was like: I am gonna sell it to them and then taunt and then they will die when using keening and I will be happy...

A pointless exercise. The Ring of Nerevar, Moon-and-Star, is also supposed to kill anybody who isn't the Nerevarine and tries to wear it. You'll notice that this too doesn't kill NPCs you sell it to them.

Wait, kill im when he is immortal like? what?

He isn't immortal once the Heart is freed.
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Lakyn Ellery
 
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Post » Fri May 27, 2011 8:59 pm

Gez...well said :P
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Jason Rice
 
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Post » Fri May 27, 2011 8:11 pm

The following mods will NOT work with DN's GDR v1

The Mad God's Great House Dagoth
I might make a patch in the future


You can amend that!
Patched! :thumbsup:
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Gisela Amaya
 
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Post » Sat May 28, 2011 12:47 am

I would assume that this conflicts with this?-
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3766

And what about the Sixth House mod?
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Juan Suarez
 
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Post » Fri May 27, 2011 6:58 pm

Wonderful to see an "update" to this extraordinary addition. I was using it before but I got an error that made things unplayable, some kind of conflict. Perhaps I'll get down to trying to solve that conflict to try this out.

Cheers to an awesome release!
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YO MAma
 
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Post » Fri May 27, 2011 12:47 pm

I would assume that this conflicts with this?-
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3766

And what about the Sixth House mod?

I would like to know about the 6th house mod as well.
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Harinder Ghag
 
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Post » Fri May 27, 2011 5:02 pm

I would assume that this conflicts with this?-
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3766

And what about the Sixth House mod?


Would load order help any potential conflicts with these mods?
I am currently have all of these mods active, but have not had any errors crop up because I have not ventured into the Red Mountain complex, as yet.

sieboldii
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x_JeNnY_x
 
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Post » Fri May 27, 2011 11:22 am

Super mod, makes killing the 6th house critters more fun. But there is a very large problem. I use Emma's VTA agency mod, but I did not use it inside, and after finishing the MQ, I was left with no levitation, anywhere!!! Looked at the scripts, (i know what I'm doing!!!) and the Disable Levitation script went like this :

begin disable_Levitation

DisableLevitation

end

Does anybody know a sollution? Maybe a console command to disable that script? I am not a cheater, but when it come to this, I just have no choice, really.
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Alexandra Ryan
 
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Post » Fri May 27, 2011 8:10 pm

EnableLevitation

If you have teleported (by VTA) out of that area, then you might have missed the actuator or script that would enable Levitation again. Things like this do happen several times, not only with mods.
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lilmissparty
 
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Post » Fri May 27, 2011 7:16 pm

I did not use VTA travel AT ALL near or inside red mountain. Not in Dagoth Ur, Odrosal, Vemynal nowhere near them. Is there a little console command that lets me disable that script on me? I am already lvl. 30, and I would HATE to have to play it ALL again.
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Maeva
 
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Post » Fri May 27, 2011 9:09 pm

EnableLevitation

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Bereket Fekadu
 
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Post » Fri May 27, 2011 11:50 am

How do you get into Dagoth Ur? Where is the key??
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no_excuse
 
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Post » Fri May 27, 2011 8:33 pm

Bump, anyone know?
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Haley Merkley
 
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Post » Fri May 27, 2011 11:47 am

Whats the difference in the NOM file and the one thats not?

I searched the read me's and it doesn't have any reference to the difference.

I'm assuming the NOM is better...bigger file? More to do? And *one* of the bigger ones go with the small file correct?

Thanks!
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Je suis
 
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Post » Fri May 27, 2011 2:17 pm

How do you get into Dagoth Ur? Where is the key??


There are 5 ways into DU ... 2 of them are not locked ... 1 of them is the obvious choice.


Whats the difference in the NOM file and the one thats not?

I searched the read me's and it doesn't have any reference to the difference.

I'm assuming the NOM is better...bigger file? More to do? And *one* of the bigger ones go with the small file correct?

Thanks!



The only difference is there are a few water sources & you can eat rats.

I made the NOM version because I thought it would be cool to add the possibility of "starvation if you get lost" kind of pressure as well as the trepidation of knowing there could be a trap sprung on you at any moment. :)

Only use DN-GDRv1.esp or DN-GDRv1_NOM.esp ... not both.
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Jenna Fields
 
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Post » Fri May 27, 2011 10:04 am

There are 5 ways into DU ... 2 of them are not locked ... 1 of them is the obvious choice.
The only difference is there are a few water sources & you can eat rats.

I made the NOM version because I thought it would be cool to add the possibility of "starvation if you get lost" kind of pressure as well as the trepidation of knowing there could be a trap sprung on you at any moment. :)

Only use DN-GDRv1.esp or DN-GDRv1_NOM.esp ... not both.
I'm guessing there some kind of time meter, like the one when you go swimming, when it runs out it digs into your health.

Oh, does this mod conflict with your armor and weapons mesh upgrade. I recall reading in your *read me* if any major Dwemer mesh mods have been
done then things start to look funny.

Thanks for replying and great job with your other mods. -keith
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Elizabeth Davis
 
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Post » Fri May 27, 2011 2:24 pm

I'm guessing there some kind of time meter, like the one when you go swimming, when it runs out it digs into your health.

Oh, does this mod conflict with your armor and weapons mesh upgrade. I recall reading in your *read me* if any major Dwemer mesh mods have been
done then things start to look funny.

Thanks for replying and great job with your other mods. -keith


No it does not conflict with My Dwemer textures
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Sunnii Bebiieh
 
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